ACTOR UltimateSuperweaponCyberdemon : SuperweaponCyberdemon
{
//Creator: NaturalxCF + Nolram for extra edits
//Origin: Infinity Gods
//Sprite: SWCY
//Title: "Ultimate Superweapon Cyberdemon" 
  Health 25000
  DamageFactor 0.25
  PainChance 5
  Speed 30
  DropItem "BossLifeEssence" 256 25
  DropItem "BossArmorBonusMax" 256 1
  DropItem "GreaterPlasmaEnergy" 186 300
  DropItem "SphereOfPower" 200
  DropItem "BFG10K" 128
  DropItem "BFG9500" 128
  DropItem "BossLifeEssence" 256 
  DropItem "BossArmorBonusMax" 256 
  DropItem "GreaterDemonicEnergy" 256
  DropItem "DemonicEnergy" 256
  DropItem "DemonicChalice" 256 1
  DropItem "SkullOfPower" 256 1
  DropItem "HellfireUltrasphere" 256 1
  DropItem "BeastSoulSphere" 256 1
  DropItem "LegendaryRune" 256 1
  DropItem "LegendaryRune" 256 1
  DropItem "SuperweaponCyberDrop" 256
  DropItem "SuperweaponCyberDrop" 256
  DropItem "SuperweaponCyberDrop" 128
  DropItem "SuperChargedWeaponEnhancerModuleGiver" 256
  DropItem "SuperChargedWeaponEnhancerModuleGiver" 256
  Obituary "%o felt truly underpowered against a Ultimate Superweapon Cyberdemon."
  BloodColor "Red"
  Tag "\c[s0]Ultimate Superweapon Cyberdemon\c-"
  Translation "0:255=%[0.40,0.05,0.05]:[0.00,0.00,0.00]"
  var int user_Invulnerabilitylimit;
  States 
  {    
  Spawn: 
	SWCY A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	Loop 
  See: 	
	TNT1 A 0 A_Hoof
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY A 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY B 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY C 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY C 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	TNT1 A 0 A_Metal
	SWCY D 2 A_FastChase
	TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
	SWCY D 2 A_FastChase
	TNT1 A 0 A_Jump(87,"See")	
	Loop	
  Missile:
	TNT1 A 0 A_Jump(64,2)
	TNT1 A 0 A_JumpIfCloser(300,"BFS")
	TNT1 A 0 A_Jump(200,"Nuke","Cynetik","Pyrocannon","Stingray","Unmaker","UnmakerAlt","EmpoweredBFG9500","DTBFG10k","Devastator","BFG2704Alt","DBFG1","DBFG2","BFG4700","BFG4700Alt","BFG12k","EradicatorBFG","EradicatorBFGAlt","CommanderDev","CommanderDevAlt","FastBFG10k","BFS")
  BFG4700Alt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep1")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SWCY F 5 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6)) //Replaced
	SWCY E 5 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	SWCY F 2 Bright A_CustomMissile("Cybruiser15KFast",44,-24,Random(-6, 6))
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Nuke:
	TNT1 A 0 A_PlaySound("weapons/nuclearmissilecharge",0,10.0)
	SWCY EEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySoundEx("Cardihilator/NukeFire", 1, 0, 2)
	SWCY F 10 Bright A_CustomMissile("FusionNuke",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Cynetik:
	SWCY EEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	SWCY Z 10 Bright A_CustomMissile("CynetikBallEnemy",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	SWCY Z 10 Bright A_CustomMissile("CynetikBallEnemy",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("weapons/cynstrike",1)
	SWCY Z 10 Bright A_CustomMissile("CynetikBallEnemy",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Pyrocannon:
	SWCY EEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/PCNNF",1)
	SWCY F 10 Bright A_CustomMissile("PyroShot",44,-24)
	SWCY E 20
	SWCY F 10 Bright A_CustomMissile("PyroShot",44,-24)
	SWCY E 10
	SWCY F 10 Bright A_CustomMissile("PyroShot",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Stingray:
	SWCY EEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/StingrayFire",1)
	SWCY F 10 Bright A_CustomMissile("StingrayShotEnemy",44,-24)
	SWCY E 10 A_PlaySound("Weapons/StingrayCharge",CHAN_5)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Unmaker:
	SWCY EEE 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_lcounter",10)
  UnmakerLoop:
	TNT1 A 0 A_PlaySound("UnmakerShot",1)
	SWCY F 5 Bright A_CustomRailgun(100,-20,"none","red",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,0,0,"UnmakerPuff",4,4,0,0,5.0,1,"UnmakerLaserSpark")
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_JumpIf(user_lcounter < 1,"UnmakerEnd")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter-1)
	TNT1 A 0 A_JumpIfTargetInLOS("UnmakerLoop",90,JLOSF_DEADNOJUMP)
  UnmakerEnd:
	SWCY E 15
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  UnmakerAlt:
	SWCY EEEEEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("UnBallShot",1)
	SWCY F 10 Bright A_CustomMissile("UnmakerBlastEnemy",44,-24)
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EmpoweredBFG9500:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SWCY EEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",44,-24)
	SWCY E 10
	SWCY Y 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",44,-24)
	SWCY E 10
	SWCY Y 10 Bright A_CustomMissile("EmpoweredCyberBFG9500Ball",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DTBFG10k:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("DarkAnniDTBFGBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Devastator:
	TNT1 A 0 A_PlaySound("devastator/charge")
	SWCY EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound ("devastator/fire")
	SWCY F 20 Bright A_CustomMissile("FusionDevastatorBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG2704Alt:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	SWCY EEEEE 5 A_FaceTarget
	SWCY Y 10 Bright A_CustomMissile("AltMolochBFG2704",44,-24)
	SWCY E 10
	SWCY Y 10 Bright A_CustomMissile("AltMolochBFG2704",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DBFG1:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	SWCY E 18 A_FaceTarget
	SWCY E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 4 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 3 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2",1)
	SWCY X 2 Bright A_CustomMissile("T3DBFG10kShot",44,-24,Random(-6, 6))
	SWCY E 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  DBFG2:
	TNT1 A 0 A_PlaySound("Weapons/dbfgcharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SWCY EEEEEEEEEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire", CHAN_AUTO)
	SWCY X 10 Bright A_CustomMissile("T3DBFGBall",44,-24)
	SWCY E 10 A_PlaySound("Weapons/dbfgcooldown")
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG4700:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Cybruiser15KFast",44,-24,frandom(-8,8),CMF_OFFSETPITCH,frandom(-8,8)) //Replaced
	SWCY F 20 Bright A_CustomMissile("Cybruiser15KFast",44,-24)
	SWCY E 10 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep2")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG47000/Beep3")
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("BFG4700/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Cybruiser15KFast",44,-24,frandom(-8,8),CMF_OFFSETPITCH,frandom(-8,8))
	SWCY F 20 Bright A_CustomMissile("Cybruiser15KFast",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFG12K:
	TNT1 A 0 A_PlaySound("BFG12000/Fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SWCY EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("UnBallShot",1)
	SWCY Y 10 Bright A_CustomMissile("ArchonLordMegaBall",44,-24) //Replaced
	SWCY E 20 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EradicatorBFG:
	TNT1 A 0 A_PlaySound("EradicationBFG/Charge",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SWCY EEEEEEEEEEEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 17 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 12 A_FaceTarget
	SWCY F 10 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 15 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 12 A_FaceTarget
	TNT1 A 0 A_FaceTarget
	SWCY F 12 Bright A_CustomMissile("EradicationBFGProjectile",44,-24)
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  EradicatorBFGAlt:
	TNT1 A 0 A_PlaySound("obelisk/fire",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_SetUserVar("user_lcounter",0)
  EradicatorBFGAltLoop:
	TNT1 A 0 A_FaceTarget
	SWCY E 1 A_CustomRailgun(0,-20,0,0,RGF_SILENT|RGF_NOPIERCING,0,0,"EradicatorBFGTargetPuff",0,0,0,0,0.2,0,"EradicatorBFGLaserSight")
	TNT1 A 0 A_JumpIf(user_lcounter > 108,"EradicatorBFGAltFire")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter+1)
	Loop
  EradicatorBFGAltFire:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	SWCY F 20 Bright A_CustomMissile("EradicationBFGFocusProj",44,-24)
	SWCY E 20
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  CommanderDev:
	TNT1 A 0 A_PlaySound("devastator/charge")
	SWCY EEEEEEEEEE 5 A_FaceTarget
	TNT1 C 0 A_PlaySound("devastator/fire")
	SWCY Z 20 Bright A_CustomMissile("CommanderDevastatorBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  CommanderDevAlt:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Z 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	SWCY EEEEEE 5 A_FaceTarget
	SWCY Z 10 Bright A_CustomMissile("CommanderPurpleDTBFG10KBall",44,-24)
	SWCY E 10
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  FastBFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SetUserVar("user_lcounter",0)
	SWCY E 7 A_FaceTarget
  FastBFG10KLoop:
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire",1)
	SWCY F 1 Bright A_CustomMissile("Cardinal10K",44,-24,Random(-6, 6))
	SWCY E 1 A_FaceTarget
	TNT1 A 0 A_JumpIf(user_lcounter > 50,"FastBFG10KEnd")
	TNT1 A 0 A_SetUserVar("user_lcounter",user_lcounter+1)
	Loop
  FastBFG10KEnd:
	SWCY E 2 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  BFS:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	SWCY EE 5 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_PlaySound("Weapons/BFSG/Fire",6)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,15,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-15,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,12,CMF_OFFSETPITCH,2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,12,CMF_OFFSETPITCH,-2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-12,CMF_OFFSETPITCH,2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-12,CMF_OFFSETPITCH,-2)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+2,10,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-2,-10,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,8,CMF_OFFSETPITCH,4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,8,CMF_OFFSETPITCH,-4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-8,CMF_OFFSETPITCH,4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-8,CMF_OFFSETPITCH,-4)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,6,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-6,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,4,CMF_OFFSETPITCH,5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,4,CMF_OFFSETPITCH,-5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-4,CMF_OFFSETPITCH,5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-4,CMF_OFFSETPITCH,-5)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24+1,2,CMF_OFFSETPITCH,0)
	TNT1 A 0 A_CustomMissile("DarkCyber15K",44,-24-1,-2,CMF_OFFSETPITCH,0)
	SWCY Y 10 Bright A_FaceTarget
	SWCY E 20 A_PlaySound("weapons/bfg15kcooldown") 
	TNT1 A 0 A_MonsterRefire(0,"See")
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Pain:
	SWCY G 10 A_Pain
	TNT1 A 0 A_Jump(85,"Invulnerability")
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto Missile
  Invulnerability:
    TNT1 A 0 A_JumpIf(user_Invulnerabilitylimit >= 4,"See")
	TNT1 A 0 A_SetUserVar(user_Invulnerabilitylimit,user_Invulnerabilitylimit+1)	
	TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
	TNT1 A 0 A_MonsterRefire(0,"See")
	Goto Missile
  Death:
	SWCY G 10 A_Scream
	SWCY H 10 A_NoBlocking
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SWCY IIIII 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SWCY JJJJJ 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SWCY KKKKK 2 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))	
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SWCY LLLLL 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SWCY MMMMM 1 Bright A_CustomMissile("PainfulDeathKaboom", random(20,80), random(20,-20), random(0,360), 2, random(0,360))
	TNT1 AAAAAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", Random(20,80), 0, random(0,360), 2, random(0,360))	
	SWCY NO 5
	TNT1 A 0 A_BossDeath
	SWCY P -1 A_KillMaster
	Stop 	
	}
}

Actor INFUltimateSuperweaponCyberdemon : UltimateSuperweaponCyberdemon
{
Tag "\c[s0]Ultimate Superweapon Cyberdemon\c-"
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
	Idle:
		SWCY A 10 A_Look
	    TNT1 A 0 A_SpawnItemEx("InsanityFlameSpawner")
		Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("CybersStrongSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}